The hit: half-ball to third-ball
The hit on the first object ball sets the cue ball's direction for the rest of the shot. Some thicknesses forgive small errors; others magnify them. Choose shots that let you hit the first ball somewhere between half-ball and third-ball.
Thickness
Thickness is how much of the object ball the cue ball covers at contact. A full hit is straight on. A half-ball hit aims the cue ball's centre at the object ball's edge. A third-ball hit covers a third of it. Thinner still is a feather, barely touching.
Why the half-ball hit is special
When a rolling cue ball strikes an object ball, it deflects off at an angle that depends on the thickness. For thick hits that angle changes quickly: a little fuller or a little thinner and the cue ball goes somewhere quite different. Around a half-ball hit the angle reaches its largest, about 30 to 34 degrees, and close to a maximum it hardly changes at all. Between roughly a three-quarter-ball and a quarter-ball hit, a rolling cue ball leaves at nearly the same angle.
In practice: an error of a millimetre in contact, which every player makes, barely moves the cue ball on a half-ball hit, and moves it a lot on a full one.
Thick hits and feathers
- Thick hits (fuller than about three-quarters) send the cue ball in a direction that is very sensitive to contact, and they pass a lot of speed to the object ball, which then moves around the table and can kiss.
- Feathers (thinner than about an eighth) are sensitive the other way: the cue ball keeps going nearly straight, but the smallest error misses the ball completely, or hits it fuller than planned. The engine marks very thin hits down for that reason.
The hit comes first
That's why experts start choosing a shot from the hit. Find a route that lets you strike the first ball between half and third, with a comfortable stroke, and then fit the speed and spin to that hit. A route that needs a perfect feather, or a precise full hit, should lose to one that doesn't.